With the new Enspelled armor, What do you think will be the best spell for it? For the cost I think it will be the simple shield spell. You will be able to get this early on and will still be a nice ability to have even into the late game.
Enspelled armor is Attuned magical armor with a spell on it (abjuration or Illusion) with 6 charges, and get back 1d6 at dawn.
(cantrip and 1 is Uncommon (200gp), 2 or 3 is rare(2,000gp), 4 or 5 is very Rare(20,000 gp) , 6, 7 or 8 is legendary (100,000gp).) DC and attack bounes base of spell level.
Shield is of course very good mechanically but I also think a little boring. Absorb Elements is kind of fun, or Armor of Agathys, and I also really like the idea of Color Spray.
At second level, you could get Blur, which also seems really awesome in armor.
I mean, there are a ton of great options in those two schools that are both practical and could be very thematic for magic armor, even without getting into the super-high level stuff
armor with a built-in Shadow Blade
Greater Invisibility up to six times a day would be ridiculous
Stoneskin could be very handy
Greater Restoration or Heal for holy relic sort of armor
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
A Thief/Rogue with the Grappler and Mage Slayer feats and armor that can cast Silence can absolutely ruin any caster's day. Rush the caster, grab hold of them while simultaneously breaking their concentration, and bonus action activate to prevent them from casting anything with a verbal component while they struggle helplessly to get away. Grappler gives advantage on attacks against creatures you're grappling, so automatic sneak attack as long as you hold them. If they don't have Legendary actions that teleport, they're in real trouble, and even if they do, the next round starts the cycle again. Sometimes you can even drag them back (or have a teammate push them) into the silenced area to save an activation.
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With the new Enspelled armor, What do you think will be the best spell for it? For the cost I think it will be the simple shield spell. You will be able to get this early on and will still be a nice ability to have even into the late game.
Enspelled armor is Attuned magical armor with a spell on it (abjuration or Illusion) with 6 charges, and get back 1d6 at dawn.
(cantrip and 1 is Uncommon (200gp), 2 or 3 is rare(2,000gp), 4 or 5 is very Rare(20,000 gp) , 6, 7 or 8 is legendary (100,000gp).) DC and attack bounes base of spell level.
I spell Goodly.
Shield is of course very good mechanically but I also think a little boring. Absorb Elements is kind of fun, or Armor of Agathys, and I also really like the idea of Color Spray.
At second level, you could get Blur, which also seems really awesome in armor.
Shield and Absorb Elements are the obvious choices. Other interesting options:
I mean, there are a ton of great options in those two schools that are both practical and could be very thematic for magic armor, even without getting into the super-high level stuff
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Beacon of Hope is a great option for Rare armour; while it is concentration, it's a great addition to martial classes.
I'm using Prayer of Healing as a Rare. Instant short rest for you and your buds and some healing.
A Thief/Rogue with the Grappler and Mage Slayer feats and armor that can cast Silence can absolutely ruin any caster's day. Rush the caster, grab hold of them while simultaneously breaking their concentration, and bonus action activate to prevent them from casting anything with a verbal component while they struggle helplessly to get away. Grappler gives advantage on attacks against creatures you're grappling, so automatic sneak attack as long as you hold them. If they don't have Legendary actions that teleport, they're in real trouble, and even if they do, the next round starts the cycle again. Sometimes you can even drag them back (or have a teammate push them) into the silenced area to save an activation.